Here we go!
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Background (or, What Has Come Before)
(Book 1)
Four companions meet by chance at a desolate crossroads west of the city of Elturel, in the Western Heartlands of Faerûn. Each of the four is a wanderer, by choice or by fate, and as they share a campsite upon an old ruin they are attacked, first by a group of brigands led by a dark cleric of Mask, and then by an ogre ghoul that had been entombed under the ruin.
Brought together by shared danger and shared loot, the four travel eastward to Elturel, and reach the village of Dunderion. There they are drawn into a posse organized by Kevrik Telwarden, the sheriff of the village. The posse is tracking down a group of raiders who attacked a merchant caravan nearby and made off with captives that include among their number the daughter of a powerful nobleman. They follow the trail to the camp of a bandit leader named Steel Jack, who leads a mixed group of humans and hobgoblins. They defeat the bandit gang, but learn that the prisoners have already been taken elsewhere, into the Wood of Sharp Teeth. Most of the posse returns to Dunderion, but Telwarden, the trapper Cullan, and the companions press on into the wood. There they find a small fort hidden within the forest protecting a nearby silver mine. Apparently a group of hobgoblins is using prisoners as slave labor to work the mines. The small group of companions is able to liberate the mine and free the prisoners there, defeating most of the hobgoblin force in a great battle, but the hobgoblin leader, a cleric of dark gods, retreats back to the fort where the noblewoman prisoner is being held captive. The companions, worried about what the cleric will do to his prisoner, hurry after in pursuit. They overcome the few remaining defenders at the fort and confront the evil cleric, and are able to defeat him at the cost of Telwarden’s life. Saddened by the loss of the brave sheriff, but with the prisoners safe, the companions return to Dunderion.
They next travel to Elturel, where they are honored by Lord Dhelt for their efforts and feted by the wealthy merchant and noble elites of the city. Clearly their troubles are not over, though, as assassins try to kill them right after an audience with the High Rider. Lok is able to determine that the equipment used by the assassins is from the same source as that used by the hobgoblins in the forest, leading them to track down the source of the weapons—a smithy located there in the town.
Their investigations at the smithy lead them to a warehouse along the city’s docks, where they find clues pointing them to one of the noble houses of Elturel. They are also attacked by a shade assassin, whose strange powers nearly lead to their deaths. After defeating the shade they decide to press on that very night to the estate of the nobleman who is apparently behind the whole thing—the raids, the mining operation, and the illegal trade in weapons and silver in Elturel itself. They find the leader, all right, but it is not the nobleman, who was just a pawn, but a powerful cleric of the god Cyric. They confront the cleric, who summons a demon to help him, and overcome him. The cost is terrible, however, as Cal is killed in the battle.
(Book 2)
The companions have uncovered an evil plot and defeated a mighty adversary, but the victory is hollow with the loss of their friend. Lok, Benzan, and Delem elect to go to Baldur’s Gate, and seek a cleric with the power to raise Cal from the dead. They travel swiftly down the River Chionthar, fighting off an attack by kir-lanan gargoyles along the way. Once in Baldur’s Gate, they meet with the high priestess of Tymora, who agrees to raise the gnome—for a service. The companions agree to escort an emissary of the church to faraway Chult, on some unrevealed errand.
Cal is raised, and reunited again, the companions prepare for their journey. They upgrade their equipment, but before they can leave, they are approached by the same young noblewoman they rescued from the hobgoblins in the Wood of Sharp Teeth. The young woman, Lady Dana Ilgarten, asks to accompany the companions on their journey for reasons of her own, and they reluctantly agree.
The companions depart from Baldur’s Gate on a sailing ship, the Raindancer, along with the Tymoran emissary, a halfing cleric named Ruath. Near the Nelanther Isles they are attacked by pirates, who are repulsed after a desperate battle. The ship limps back to Velen, where the companions are accosted by thieves seeking to relieve them of some of their extra loot. Leaving a bunch of battered thieves behind, they continue their journey. The ship is attacked by a flock of strange birds that shoot bolts of lightning on the next leg of their journey, but these too are repulsed. After a stop in Memnon, the ship continues on the final leg of its journey.
Unfortunately, a severe storm strikes the ship in the Shining Sea. Sensing that the storm is unnatural, the companions are able to discover a strange gem emanating green energy in the ship’s bilges. Unable to approach the gem without suffering ill effects, they decide to destroy it using spells and acid arrows. They are successful, but breaking the gem releases a vortex of energy that knocks them briefly unconscious. They recover to realize that the storm is gone—and that the clerics’ links to their patron gods have been dramatically weakened. Confused, they make their way up to the deck of the ship, where they realize that the stars above are unfamiliar.
(Book 3)
The battered ship sails to the east, where they eventually spot a large landmass to the east. A hostile encounter with raiders on large outrigger canoes leads to further damage to the Raindancer, and with the ship taking on water the companions elect to bring the battle to the raiders. They find the raider camp in a sheltered island cove, and after a brief but violent confrontation take the camp and begin repairs to the ship.
Pressing on, they head toward the large landmass, which they’ve learned is named “The Isle of Dread” by the locals. Before they can reach a landing site, however, the Raindancer is attacked by a giant squid. The companions drive off the creature, but not before the ship is damaged beyond repair. The survivors pile into the ship’s lifeboats and travel on to the Isle, where they encounter a village of cautious but otherwise friendly natives.
An audience with the village’s wise woman leads to a divination that reveals that the companions may be able to find a way home by traveling to the center of the island. There, according to the tales of the villagers, lies the ruined civilization of their “gods” and a magical portal known as the Well of Worlds. At this point only seven of the Raindancer crew are left, and four of them, including the ship’s captain, agree to accompany the adventurers on this quest.
The trip into the interior reveals great dangers. The companions are attacked by a Lernean hydra, and later by a group of strange cat-men that allow them to pass only after Lok defeats their leader in single combat. Further on they find a group of lemur-like intelligent creatures named phanatons, who offer shelter and guidance to the party. While in their treetop camp Delem confesses his growing feelings for Dana, only to be rebuffed by the young woman. Stung, Delem feels the first stirrings of jealousy as he notes the way that Dana and Benzan are starting to grow closer.
After a confrontation with a group of spider-sorcerers (araneas), the companions cross to the center of the island where a great plateau rises amidst a range of mountains. They find a rope bridge crossing a deep gorge, but while crossing they are attacked by a flight of pteranodons. Captain Horath, the brave captain of the Raindancer, falls to his death in the gorge. Later that night, a pack of dire wolves assaults the group’s camp, and another crewmember is slain.
The companions climb the solitary peak in the center of the plateau and into the crater within. There they find another isolated village on the shores of a lake within the crater. The villagers of Mantru are also friendly, but warn the companions of a group of cannibal tribesmen who dwell on an island within the lake.
The island, however, is their destination, and the companions go there seeking the Well. They defeat the tribesmen in an epic battle, and progress to the dungeons underneath the island. There they confront a pair of deadly creatures known as kopru, whose mental powers allow them to turn the party members against each other. The creatures are defeated, but only after the death of Ruath, the halfling cleric of Tymora. The companions find the Well shortly thereafter, and return to Faerûn worn down by the hardships they’d suffered.
(Book 4)
Passing through the Well of Worlds, the companions return to Faerûn. Instead of returning to Baldur’s Gate, however, they find themselves in a desolate ruin in the farthest reaches of the North. They immediately find themselves confronting a powerful lamia sorceress and her ogre guards, and win through only after a vicious battle. Realizing where they are, the companions travel to Citadel Adbar, where they rest and recover. While there, however, Lok has a vision of his people, the urdunnir, enslaved in the Underdark. Believing that the vision is a message from the god Dumathoin, Lok resolves to travel to Caer Dulthain, the shield dwarf town where he was fostered, and seek out the nearby entrance to the Underdark where his people once lived. After learning of this mission the dwarven elders of Adbar seek the aid of the companions in investigating rumors of a strong ogre force operating in that area. With a new ally, a woman ranger named Jerral, they set out once again.
On their journey, the companions learn that the northern mountains have fallen under the sway of a powerful alliance of several orc and ogre tribes. After several confrontations they ultimately learn that this unprecedented alliance is the work of a powerful ghour demon. They confront the demon, and while they are able to drive it off, it bears with it the unconscious form of Delem. Along with prisoners freed from the iron mines of the ogres, they track the demon to the halls under Caer Dulthain, where they confront the beast in a dark chamber deep underground. The demon is slain, but their victory is soured by the discovery of Delem’s ravaged corpse.
The story continues from there…